﻿#version 420
uniform vec4 Diffuse;
uniform vec4 Specular;

in vec3 f_Position;
in vec3 f_Normal;

layout (location = 0) out vec4 out_Diffuse;
layout (location = 1) out vec3 out_Position;
layout (location = 2) out vec3 out_Normal;


void main(void)
{
   out_Position = f_Position;
   out_Normal = f_Normal;
   out_Diffuse = vec4(Diffuse.xyz, Specular.w);
}
